System and method for interactive remote movie watching, scheduling, and social connection

ABSTRACT

Disclosed is a media sharing system that provides shared experiencing of licensed media content such as movies. The system includes a web server that communicates with multiple client devices over the internet whereby a user&#39;s multiple social contacts can participate in a synchronized stream of licensed media content such as movies. The system is able to schedule the multi-user experiencing of the licensed media content and further synchronize the streaming of the licensed content so the participating users receiving the media streams in a substantially synchronized manner. The system still further provides for social content interaction amongst the multiple recipients so that the multiple users can interact in a time-contextual manner consistent with the substantially synchronized receipt of the licensed media content.

TECHNICAL FIELD

The present disclosure relates generally to an interactive movie systemthat enables group scheduling, digital rights management, and socialconnection.

BACKGROUND

Certain online/internet-based video systems are known in the art. Suchknown systems include YouTube, which allows users to post video contentthat other users can “stream” from and provides a comment sectionbeneath the video window for users to comment upon the video. Many othersocial and news sites having video operate in similar ways—Facebook,Hulu, and public media outlets such as NBC, CBS, Fox, etc., provide forvideo streaming and comments below by registered users. Such sites alsoprovide the ability to “share” links to observed videos, such thatsomeone on Facebook can share a video to another user's video stream viaemail. And public news media outlets typically provide “share” linkswhereby an observed video/news story can be “shared” to a user's socialmedia circles via quick links to, e.g., Google+, Twitter, Facebook,LinkedIn, and Pinterest.

Other known internet video systems include those that providevideoconferencing, such as Google+ Hangouts, WebEx, and Skype. Thesetypes of systems typically provide for multi-user video interactionthrough live audio and video streamed from one user to multiple otherusers or in some cases from multiple users to multiple other users.These video systems typically also provide for chat interaction (textinstant messaging ancillary to the video stream) from one user tomultiple other users or to selected other users.

Still other known video systems comprise those that provide for thedownloading of copies of licensed media content. Systems like thisinclude ParamountMovies.com, Amazon, Netflix, or the like. Through thesesites, users can purchase and download licensed media content and thenpost notifications to other users' social media feeds that they havepurchased/downloaded the indicated content. The sites also sometimesprovide for comments/reviews to be provided at the purchase site, butthat is typically the extent of the possible social interactionavailable.

SUMMARY

The above-described known online/internet sites have a number ofshortcomings. In the context of providing for an interactive movieexperience, it is desired for multiple friends or family to participatetogether in a movie watching experience and to accordingly sociallyengage in real-time and contextually with the movie. Such interactionsare ideally made in-time with the scenes appearing in the movie. In sum,none of the prior systems replicate, across the internet, the personalexperience of watching a movie together with friends and loved ones.

The presently described embodiments provide for the purchasing oflicensed media content, such as movies and songs, and the digital rightsmanagement tools for managing the number of playbacks and/or grouppurchases encompassing multiple users, viewers, and purchasers for thelicensed media content. The described embodiments further provide forgroup scheduling of common watching times for the licensed media contentand for the sharing of comments as the movie occurs and in the contextof the movie viewing itself. Further, the described embodiments allowfor time-indexing of the movie such that the real-time comments aroundthe movie-watching experience can be shared and recorded in the contextof the movie watching experience so that a friend who is in the viewer'ssocial group or family can later watch a recorded version of a movie andsee the contextual social commentary provided by the later viewer'sfriend and/or family.

In other words, the disclosed systems and methods provide forsynchronization of recorded media delivery to multiple parties whileproviding for contextual social chat about the media delivery. Thedescribed embodiments include technology to keep any synchronized videostream to a watching party from getting too far ahead or too far behind.This synchronization can be provided, for example, by providing afeedback loop through internet communications from the receivingclients' media players back to servers operating on the main system,slowing down or speeding up one or more media streams to provide forsimultaneous delivery of the same media context, and indexing of themedia stream itself can be used to help confirm the relativesynchronicity. The described systems further are operable to use thetime encoding for tie-in trivia and voting games related to favoritemovie scenes and characters. This and other second-screen content can beprovided to play along in real time with a movie for a more engaginginteractive experience in addition to the previously discussed features.

Generally speaking, the described systems provide for a sharedexperiencing of licensed media content such as movies or proprietarylive video streams. Such systems can include a web server thatcommunicates with multiple client devices over the internet whereby auser's multiple social contacts can participate in a synchronized streamof licensed media content such as movies. The system is able to schedulethe multi-user experiencing of the licensed media content and furthersynchronize the streaming of the licensed content so the participatingusers receiving the media streams in a substantially synchronizedmanner. The system still further provides for social content interactionamongst the multiple recipients so that the multiple users can interactin a time-contextual manner consistent with the substantiallysynchronized receipt of the licensed media content.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding of the present disclosure, exampleembodiments, and their advantages, reference is now made to thefollowing description taken in conjunction with the accompanyingdrawings, in which like reference numbers indicate like features, and:

FIG. 1 is an architectural diagram of an exemplary embodiment of asystem for interactive remote movie watching, scheduling, and socialconnection;

FIG. 2 is a screenshot of a landing site of an exemplary system such asthe one set forth in FIG. 1;

FIG. 3 is another screenshot of an exemplary system as described herein;

FIG. 4 is another screenshot providing for promotional viewing of amovie or other shared media content and inviting purchase of the contentand social interaction around the content;

FIG. 5 is another screenshot providing an exemplary media content player(e.g., video player) that combines the playback screen along withtime-contextual social interaction;

FIG. 6 is a screenshot illustrating the social viewing schedulingfeature; and

FIG. 7 is a screenshot illustrating the synchronized user chat featurein more detail.

Although similar reference numbers may be used to refer to similarelements for convenience, it should be appreciated that each of thevarious example embodiments may be considered to be distinct variations.

DETAILED DESCRIPTION

Illustrated in FIG. 1 is an architecture of an exemplary embodiment of asystem 100 for interactive remote movie watching, scheduling, and socialconnection. In the illustrated embodiment, various exemplary servers,client machines, and external services are illustrated for such aninteractive system 100. The system elements for an exemplary serviceprovider 102 configuration are provided behind a service gateway 104,which serves as the firewall and/or external connection from the serviceprovider 102 to the “cloud” internet connection(s) shown in the figure.It should be appreciated that the connections through the servicegateway can comprise one or more physical network connections via one ormultiple servers (e.g., web server(s) 108 and mediation server(s) 115,described further below) and that multiple virtual tunnels can be formedthrough these one or multiple physical network connections.

In the illustrated embodiment, it should be appreciated that the“service provider” 102 may comprise multiple related/interconnectedsystems and subsystems, which could be administrated through one or morebusiness partnerships or vendor relationships, but a single connectedsystem is illustrated in the present embodiment for ease ofunderstanding. In the illustrated embodiment, web server(s) 108generally provide for the top-level interaction with the various clientdevices 106. The web server 108 accordingly communicates with the clientdevices 106 to provide for user logins through their client devices, tokeep track of and update user profiles or information about userpreferences, as well as to facilitate purchase of licensed media contentand/or physical merchandise.

Still referring to FIG. 1, the user's preferences, purchases, and thelike are stored via the web server 108 into the user profile database110. While the embodiment illustrated in the figure shows the userprofile database 110 directly connected to the web server 108, it shouldbe appreciated that there could be database servers or otherintermediate servers interposed between the web server 108 and the userprofile database 110. Also provided in the illustrated embodiment is amerchant fulfillment server 150, which is in communication with the webserver 108 and is operable to facilitate user payments for purchasedcontent, such as online media content and/or physical merchandise to beshipped via traditional ground shipping. The merchant fulfillment server150 would be used, when the user purchases content, to process thecredit card payment, PayPal payment, or payment from another paymentsystem.

Once a purchase is approved, the system proceeds to “license” the mediafor online distribution to the user or to process physical goods forshipment. As to the licensing of the media for online delivery, themerchandise fulfillment server 150 connects directly or indirectly tothe digital rights management (DRM) server 114, which using securecryptography means is operable to “unlock” delivery of media from theprimary media server 112, which in turn accesses and streams orfacilitates the streaming of the unlocked media content that is storedon the movie or other media database 120.

It should be appreciated also that the fulfillment server 150, DRMserver 114, and web server 108 would remain in communication with eachto ensure that the proper licensing rights are synchronized and recordedin the user profile database 110. It should be further appreciated thatlicensed media content includes media content for which digital rightsare intended to be maintained, and that multiple technologies exist forprotecting the proprietary rights in streams of such media, includingwatermarking and various types of digital rights management (DRM).Currently known commercial implementations of such technologies forprotecting licensed media content include Digital Entertainment ContentEcosystem's “UltraViolet” (see www.uvvu.com) and Microsoft's“Silverlight.” These techniques and other techniques according to designchoice are appreciated to be operable to create licensed media contentas described in the present application.

As to the primary media server 112 shown in FIG. 1, while this may beprovided by a traditional server machine (computer), as with otherservers and computing machines described herein, the described servermight be a collection of servers or distributed servers or the like.Such collections of servers might be content delivery networks or CDNs,such as are provided by companies like Akamai. These types of networksprovide for or facilitate the streaming and multicasting of mediacontent over the internet. Such CDNs include not only distributedcomputing machinery but also storage for buffering the content beingdelivered.

Also provided in FIG. 1 is an ancillary content/game content server 125.This ancillary content could include second screen content that would beavailable to users in parallel to the media content being played. The“Scene It?” franchise could be one possible implementation of thisancillary content. With further regard to the second screen content,this additional content can be delivered in a different window on theviewing clients 106, or separate clients 106 can be used for thestreaming media content and the second screen content (e.g., the mainstreaming could be on a personal computer and smart TV and the secondscreen content could be on a tablet computer or smart phone). Moregenerally, both the media content and the second-screen content can bedisplayed across multiple platforms, including interactive/IP TVs,personal computers, console gaming devices, tablet devices, netbooks,laptops, and mobile phones, and all of these could be presented on thesevarious devices whatever their operating system.

Still referring to FIG. 1, provided is an external social mediainterface server 130 for providing updates and otherwise interactingwith external social media sites such as Facebook, LinkedIn, Google+,Pinterest and the like. The present implementation provides as anembodiment a tight integration with one or more of these external socialmedia sites whereby any activity you are performing can be posted andintegrated into your “wall” or other newsfeed. For example, if youinvite your friends to watch a movie or are watching a movie withfriends, there can be an “event” posted to your wall or newsfeed.Purchases can be shared as well as news items, which can help to driveadditional content sales revenue. For example, the newsfeed item couldinclude a link to a trailer which would in turn provide an option topurchase the content through the service provider's website.

One possible social networking approach, which can be done through anexternal social network or one managed by the service provider directlyto a social network of its customers, or some combination of theforegoing, is to allow a purchaser to send an “event” invitation tomultiple of his or her social network connections whereby the system canschedule a social viewing for the multiple invitees who accept theinvitation. The DRM server 114 in connection with the web server 108 orother described servers would be operable to manage the digital rightsfor the social viewing to ensure that only the permitted number ofdigital media download streams are provided.

As for the scheduling and payment for the social viewing, a possibleapproach would be to charge a certain fee that would include a multipleviewer license, such as including the ability to invite up to tenfriends to do a scheduled, one-time social viewing. The schedulingserver 117 is provided to communicate with the web server and externalsocial media sites (servers 140) to facilitate the scheduling of aninteractive group media stream or social viewing for a user's socialnetwork. At the end of the social viewing, the system is enabled tooffer that one or more of the invited friends can purchase a similarlicense or even a regular DVD for shipment through traditional groundshipping, or of course to provide other possible promotional offers tothe participants.

As with other embodiments described herein, the “ten friends” mentionedabove for the schedule invitation is merely exemplary, and the number ofinvites could be a single invite, up to ten invites, up to 100 invites,or any other number according to the type of implementation considered.For example, the described system would further enable wide-scale eventsfor purchase (revenue) purposes or for free (promotional) purposes.Thus, you could have a corporate sponsored “event” where hundreds orthousands of viewers could sign up for a live stream with commentary,second stream content, and/or gaming content or interaction. Thesehundreds or thousands of attendees could be by scheduled invitation, orit could be an “open” invitation.

As another example, for a motion picture hit there could be a publicviewing of a “Director's Cut,” in which the director could providecommentary between major themes of a playback and/or during theplayback. Thus, for example, the showing could be scheduled for Sundaynight at 6 pm (e.g., Central Time) and there could potentially behundreds of thousands of viewers watching simultaneously.

There could be provided a competitive trivia contest on a second screen,and because of the synchronization enabled by the presently describedembodiments, risks of someone trying to cheat the game (e.g., bycommunicating with someone on a slightly differently timed stream) wouldbe substantially mitigated. Particular issues that the disclosed systemsolves with respect to syncing are differing latencies betweenviewers/clients and multiple bandwidth issues among the clients/viewers.The disclosed embodiments are capable not just of delaying playback incertain instances but actually increasing playback (compressing time) inorder to let feeds that have gotten behind catch up. Further, when thesystem detects that playbacks have gotten out of synch, it could disablecertain functionalities (e.g., real-time games) that would be greatlyaffected by the lack of sync. To facilitate the synchronization of themultiple users participating in the feed of the media content, therecould be provided a feedback from each of the users' video or mediaplayers through internet communications whereby the primary media server112 or mediation server 115 is able to speed up or slow down respectivestreams to the different players in order to facilitate the syncing orre-syncing of the connections according to the received feedback. Itshould be appreciated that although internet communications for thisfeedback loop has been described, this is a design choice and othercommunications methods (such as other wired networks, wireless phonenetworks, cable television networks, etc.) may be appropriate accordingto design considerations.

The disclosed systems are further enabled to implement an approach wherea group of people all owning a license to a particular media title wantto watch the content together but through the internet at differentlocations. Again, the present DRM server 114 and associated servers thatare a part of the present service provider 102 would be operable toconfirm the rights of each person in the group, and the schedulingserver 117 would be operable to schedule a viewing by all of the userswhere they would be given a synchronized common media streamingexperience.

In any of the above implementations, although a first user may initiateand schedule a social viewing experience, in certain embodiments any ofthe participating viewers may be able to control the playback or anyother aspects of the social interaction around the playback. As far asother types of control, there could be moderator roles for the “chat” orother “second screen” or other type of function outside of the mediaplayback. Further, the control could be open where any user can controlat anytime (e.g., any user could pause the movie playback at anytime).Or the control could be serially passed from one user to another.

With further reference to FIG. 1, a mediation server 115 is showninterposed between the primary media server 112 and the gateway 104 tothe internet. The mediation server 115 is operable to synchronize themedia streams coming out of the primary media server 112 so thereceiving parties (clients 106) all receive the media streamssubstantially in synchronicity. Although this streaming andsynchronizing is shown as being formed by the collective activity ofboth servers 112, 115, this described embodiment should not detract fromthe generality of any claims that may issue from the present case, andthe primary media server 112 may be a collection of servers or acloud-based content delivery network (CDN) as previously discussed,further, the functionality of synchronization might be integrated intothe primary media server 112 such that a separate mediation server 115would not be not required.

By “substantially in synchronicity,” as stated above, depending on theapplication, this phrase might mean synchronized within 5 minutes, 1minute, 30 seconds, 5 seconds, or 1 second, depending on design needs.In particular, if certain chat features or game features are enabled,the clients should receive media streams synchronized in such a fashionthat users all have about the same number of seconds to react to thefilm such as by responding to a trivia question in the same number ofwhole seconds (or not being off by more than 1 second) or not seeing“spoilers” in the chat window while friends are watching the movie withthem. Thus, the need for synchronicity will depend on whether the lackof it would end up detracting from the features being employed by theusers.

All of the foregoing functionality can be distributed amongst serversand/or vendors according to system design choices, and it is expresslycontemplated that all of the described functionality can be incorporatedinto a single server, web server, and/or vendor hosting a server orservers, and by the same token all of the described functionality can bedistributed amongst various servers, web servers, and/or vendors hostingmultiple servers. The described divisions of servers can be physical orvirtual divisions, and the various servers can be in the same ordifferent physical locations.

Referring now to FIG. 2, provided here is an illustrative user interfacescreenshot for an exemplary embodiment system 100 as described above.The screenshot represents an example of what would be displayed on theclient devices 106 of FIG. 1 through interaction of those client deviceswith the web server(s) 108. As set forth in FIG. 2, when a user isdirected to this landing page for the service, such as from a movie site(e.g., www.next*big*movie.com) the user would be welcomed to a brandedservice site for the service described herein. In the present example,the service site is referred to generically as “social movie system,” sothe landing page simply says in this example “Welcome to Social MovieSystem.” From this page, by the button 202 the user is given the optionto return to the original movie site from which they came, or login (perbuttons 204, 206) to begin interacting with the site with theirpersonalized profile (as stored in the user profile database 110).Having the user login allows for the system to pull up the user profileand allows the users to make purchases and share (per button 208) theirsocial movie system activities with their social networks. This loginwill further enable the scheduling of interactive movie viewing with thescheduling server 117 to enable the user to watch licensed media contentin synchronized fashion with her friends.

Referring now to FIG. 3, illustrated in this figure is an exemplaryscreenshot of the present system at a subsequent level from the landingsite. In this version, in some instances, perhaps because a user hadlogged in although there could be other bases for advancing to thisscreen from the landing page, rotating movie promotional spots are beingdisplayed in the center window 310. As an enticement for the user toclick on one of these promotions, the user is being offered 10 minutesof free viewing of one of the movies being promoted. Of course, theamount of free viewing offered or even the type of promotion is merelyexemplary and should not in any way be argued to limit the coverage ofthe claims to accused systems only having this same promotion offer.

Still referring to FIG. 3, and as previously described with respect toFIG. 2, a button 302 is provided to return the user to the originalmovie site or other originating site that directed the user to the sitefor the presently described system. In this case, there is also a button304 that provides a user pull-down menu for user-oriented functions.Site navigation menus 306 are further provided to the left of thepromotional window 310. These navigation menus 306 can take the user,for example, to a “feature movie” page that would include photos ofscenes from the movie, social sharing features, purchasing options, andscheduling options whereby the user would be able to purchase a movieand schedule a social viewing for the movie with him and all hisfriends. Other options on the site navigation menu include image andvideo page buttons 306 that could have a number of thumbnails and wouldprovide for “click through” and/or possible purchase of correspondingmedia or merchandise relating to the images. As with FIG. 2, a “share”button 308 is provided such that the user can share their activitieswith their social circles.

Referring now to FIG. 4, this figure has much in common with FIG. 3. Thebuttons referencing the feature move home page 402 and the user menu 404would have similar functions to that described for the correspondingbuttons with respect to FIG. 3. The navigation menus 406 and the “share”button 408 also have the same or similar function as was described formenus/button 306, 308 in FIG. 3. The new aspects illustrated in FIG. 4relate to presenting a video player window 410, where the video playerwindow 410 is now playing (again, as an example) the first 10 minutes ofa movie to encourage purchase of the movie. New social buttons 412, 414,416 are further provided beneath the video player window 410.

Still referring to FIG. 4, the new social buttons presented in thisfigure relate to actually purchasing the promotional content (by button412), which as previously described would initiate a user purchasethrough the merchandise fulfillment server 150 (see FIG. 1). Alsoprovided is a Share/Schedule button 414, which would interface withinternal or external social media functions to invite or inform otherusers about the user's purchasing/viewing/sharing/scheduling of onlinemedia content. Disclosed embodiments herein provide via schedulingserver 117 for the scheduling of multiple users to simultaneously watchand engage with each other during the remote screening of licensed mediacontent while being in different physical locations through parallelmedia streaming. Further provided is the “auxiliary content” button 416,which brings up options for providing “second screen” content such as“Scene It?,” IMDb, or similar movie review and information content, orother movie-oriented games, chat windows or any number of other possiblesecond screen options.

Referring now to FIG. 5, this figure provides an exemplary screenshot ofa video player window 510 when the user has proceeded through purchasingor otherwise securing video rights to licensed content and is engaged inactually viewing the content. This video window would have videocontrols (e.g., play, fast-forward, rewind, stop, etc.) and could beenlarged compatibly with the display it was being played upon. Aspreviously discussed, the video controls could be “open” such that anyuser could make a change to the video playback, or it could be “closed”such that only one user at a time could do so, but with another possibleembodiment that a first master user could pass control to another user,and so forth.

The social elements in this figure are provided to fully engage the userwith his or her friends and family that are watching the content withhim or her. Specifically, as described in FIG. 4, there is a “secondscreen” option button 516 to pull up additional information about themovie being watched, or to play games relating to the movie (e.g.,“Scene It?” or other movie trivia or themed action games). There is alsoa “Share” button 508 on this screen to inform a user's social network oftheir activities, and as illustrated in this embodiment, the sharebutton 508 has essentially been promoted from the screen behind thevideo screen that has been previously discussed.

Still referring to FIG. 5, there is provided a chat window 520 or otherwindow for interacting with a user's friends who are watching the moviewith the user. The present system also provides for marking/annotatingthe video images through marking tools or other devices, and through theindexing of the video content all of this interaction can be stored andrecalled in certain embodiments through later viewings by the same ordifferent system users who are in the original users' social circles andhave been given rights to view the licensed content.

In other words, the recorded social viewing can be archived and playedback complete with social interactions occurring during the originalwatching as if the later watcher of the content had been there observingin real-time. This feature allows for friends and family on another sideof the world to still enjoy the conversation occurring around a sceneand see the conversation in context of the parts of a movie thatinspired the comments.

With respect to the discussion of video players, it should be noted thatthe means for providing these video players and second screen and othersocial interaction features can be accomplished by different means. Oneapproach would be to embed a standard video player window as a framewithin the web pages served through this system and provide forcompatible synchronized content through a standard video player. Anotherapproach would be to provide a customized player. The way the systemwould serve video to the system and combine second screen content couldbe effected according to the choices made in this regard. In otherwords, for “framed” content there could be established separate tunnelsfor delivering both original media and second screen content to thewebpage. For a customized player, it would be possible (though notnecessary) to combine the feeds at a server behind the firewall andprovide them as a single stream to the customized player. One ofordinary skill in the art would be able to adapt the architectureaccording to system design needs along either of these paths.

In other words, and still referring to the video player design, someportions of the player functionality can be handled in servers providedby the overall service, whereas the players themselves can includeembedded functionality to accomplish some of the features describedabove. Thus, various functionalities exist in the system 100 and can bedistributed among different components within the system.

With further reference to the social interaction facilitated by thesocial overlay 520 and associated tools described with respect to FIG.5, the presently described embodiments open very new ways of sociallysharing the movie viewing experience even beyond those described forsocially viewing a movie in real-time and remotely with friends andfamily. Because of the time-indexing and tracking capabilities of thepresent video system, the system provides an unprecedented ability toshare screenshots and comments on favorite movie scenes with one'ssocial circles, while watching the movie in real-time. Again, this typeof social media sharing, particularly when coupled with links that cantake social network contacts to a place to purchase referenced content,fundamentally provides excitement around media content available forlicense/sale. This functionality basically takes the time code of amovie and takes a snapshot or a clip of the film, sharing it with auser's social network, along with the user's commentary, reviews, orinvitation to watch the movie with them or others at a social viewingevent.

Referring now to FIG. 6, illustrated in this figure is an exemplaryembodiment of the scheduling feature described herein. The screenshothere would be provided in an embodiment by the web server 108, and thescheduling information would be established and coordinated through theweb server 108 by the scheduling server 117 (see FIG. 1). As previouslydiscussed, there might at the same time be provided a player window 610that could be illustrating a promotional video or actually be presentlyshowing a regular, licensed media stream. Various other menu options areshown above as menu items 620. And the scheduling options providedinclude calendar 630, time 640, friends list 650, and send invite 660.In embodiments, the calendar 630 would provide the calendar date for thesocial viewing and the time 640 would be the time established for thesocial viewing (per a reference time zone, which would be adjustedaccording to the invited friends' time zones in order to provide aconsistent invitation). Further, the “My Friends” button 650 may be acomplete list of friends showing the status of all friends (invited,accepted, pending, etc.) for a given event, whereas the “Send Invite”button 660 might be to invite an existing friend or a presentlyunconnected friend known by their email or other online identification.

As to the various options shown for in the menu items 620, many of thesehave been previously discussed, but by way of quick summary thepresented options in this embodiment are as follows:

-   -   a. “Watch & Buy”—Watch promotional portions of movies and be        presented with options to purchase and schedule social viewing        events.    -   b. “Images”—Get access to various image captures from movies and        share those movie images with your social network, coupled with        you and your network being able to use those images to establish        and schedule viewing events.    -   c. “Apps”—Access and/or download various apps that may be        second-screen coordinated with the social viewing events.    -   d. “Characters”—Gather social information around various movie        characters and establish viewing events themed around those        characters.    -   e. “Cast & Crew”—Limited screenings associated with movie        releases. This could also be provided consistent with various        promotions in which selected members of the general public would        get access to the limited screenings. As previously described        with respect to functions like a “Director's Cut” screening, the        time-indexing of the presently described embodiments provide a        heightened ability to provide in-depth background information in        the context of the movie and as a part of the screening.    -   f. “Shop”—Shop for online or physical merchandise.    -   g. “Music”—Similar to the “Images” feature, allows users to        share musical clips or songs from movies with their social        networks, whereby the users can comment and interact around the        song (and potentially metadata placing the song in context) and        providing for a link that could return the social users back to        the interactive movie site from where the songs came. As with        the other described features, this interaction may lead to group        watch scheduling either directly at the social site or back at        the interactive movie site or both.    -   h. “Social”—Various social network connections all provided in a        coordinated area of the system.    -   i. “Logged In”—The login area that gives a user access to their        purchased content, friends list and the like, which may be        provided through the user records stored in the user profile        database 110 (see FIG. 1).

Referring now to FIG. 7, this figure illustrates in greater detail thesocial chat functionality. As previously described, there is a playerwindow 710 and the above-described menu options 720. The present figurealso shows, however, a group of friends discussing a particular scene asthat scene occurs in the movie. Prior video players have not been ableto stream licensed content and allow multiple users to provide commentsto each other while all users are seeing essentially the same scenes.Further, the present system allows for the archiving of the playbackwith commentary, such that one of the participants or another user inone of their social circles is able to at a later time view the licensedcontent and the comments left by their friends as in the same context(while the same scene is playing in the movie) that their friend madethe comments. FIG. 7 also illustrates a “Current Viewers” bar 740 thatshows who is presently watching a movie and gives an “<<invite>>” buttonto invite others to join.

With general reference to all of the figures described above and ingeneral description of the features and functionalities describedherein, the system described also includes functionality whereby eitherthrough second screen data or through superimposed data on the mediaplayer, popular scenes or images can be suggested to users for sharingthrough their social networks while the real-time video stream is beingwatched. Thus, during that live media viewing, a prompt could show upfor the users to share an image or a song, and that image or song clip,and the user's commentary, can be posted to Facebook or another socialmedia site.

As another specific embodiment for interacting with a social media site,there exist virtual “pinboards” on the internet as a means for sociallyinteracting and posting pictures or links of interest and allowing yoursocial network to further comment on them and add to the posts. Onecurrent such system is Pinterest (www.pinterest.com). The present systemwould allow for the posting of authorized movie images, along withofficial or unofficial metadata about the movies and/or particular moviescenes. With included hyperlinks, the social media site could takesocial network users directly, e.g., to movie landing pages and/or someof the webpages described in the present application whereby users can,for example, be given promotional offers, played portions of the moviesrelating to the image posted, and purchase and schedule social viewings.

The same real-time index information being synced with second screentype data enables the present system to show video clips ofbehind-the-scenes footage and alerting the consumer during real-timeplayback when such scenes are available. Thus, on the primary or secondscreen there could be an alert (e.g., stoplight) letting the user knowthat behind-the-scenes footage is available. By this same token, secondscreen descriptive data can be synchronized to the video playback andcontextually relevant information may be provided in this manner indescribed embodiments. Similarly, soundtrack and score information isalso available in sync with the real-time movie play and can be madeavailable for sale and/or sharing through social networks.

With further general reference to all of the embodiments describedherein, it should be appreciated that the above-described chat featuresand/or second screen functionality can be implemented through the webserver 108, or through the separate ancillary content server 125 orthrough another server. Further, the chat features, second screenfeatures, metadata information feeds, or other additional functionalitydescribed herein can be implemented within or integrated within thevideo player itself and/or served through the media server 112 ormediation server 115. The described functionalities can be divided amonghardware and software elements in various ways according to business ordesign needs, and such variations may remain within the scope of theclaims to any patent issuing from the present application.

While various embodiments in accordance with the disclosed principleshave been described above, it should be understood that they have beenpresented by way of example only, and are not limiting. Thus, thebreadth and scope of the example embodiments described herein should notbe limited by any of the above-described exemplary embodiments, butshould be defined only in accordance with the claims and theirequivalents issuing from this disclosure. Furthermore, the aboveadvantages and features are provided in described embodiments, but shallnot limit the application of such issued claims to processes andstructures accomplishing any or all of the above advantages.

As used in the disclosures and the appended claims, the terms “exampleembodiment,” “exemplary embodiment,” and “present embodiment” do notnecessarily refer to a single embodiment, although they may, and variousexample embodiments may be readily combined and interchanged, withoutdeparting from the scope or spirit of example embodiments. Furthermore,the terminology as used herein is for the purpose of describing exampleembodiments only and is not intended to be limitations. In this respect,as used herein, the term “in” may include “in” and “on”, and the terms“a”, “an” and “the” may include singular and plural references.Furthermore, as used herein, the term “by” may also mean “from”,depending on the context. Furthermore, as used herein, the term “if” mayalso mean “when” or “upon”, depending on the context. Furthermore, asused herein, the words “and/or” may refer to and encompass any and allpossible combinations of one or more of the associated listed items.

For example, as referred to herein, a machine or engine may be a virtualmachine, computer, node, instance, host, or machine in a networkedcomputing environment. Also as referred to herein, a networked computingenvironment is a collection of machines connected by communicationchannels that facilitate communications between machines and allow formachines to share resources. Network may also refer to a communicationmedium between processes on the same machine. Also as referred toherein, a server is a machine deployed to execute a program operating asa socket listener and may include software instances.

Resources may encompass any types of resources for running instancesincluding hardware (such as servers, clients, mainframe computers,networks, network storage, data sources, memory, central processing unittime, scientific instruments, and other computing devices), as well assoftware, software licenses, available network services, and othernon-hardware resources, or a combination thereof.

A networked computing environment may include, but is not limited to,computing grid systems, distributed computing environments, cloudcomputing environment, etc. Such networked computing environmentsinclude hardware and software infrastructures configured to form avirtual organization comprised of multiple resources which may be ingeographically disperse locations. Although various computer elementshave been illustrated herein as single computer servers or machines,such elements may operate over several different physical machines, orthey may be combined as operating code instances running on a singlephysical machine. The claims in the present application comprehend suchvariation in physical machine configurations

Although various computer elements have been illustrated herein assingle computer servers or machines, such elements may operate overseveral different physical machines, or they may be combined asoperating code instances running on a single physical machine. Theclaims in the present application comprehend such variation in physicalmachine configurations.

Various terms used herein have special meanings within the presenttechnical field. Whether a particular term should be construed as such a“term of art,” depends on the context in which that term is used.“Connected to,” “in communication with,” or other similar terms shouldgenerally be construed broadly to include situations both wherecommunications and connections are direct between referenced elements orthrough one or more intermediaries between the referenced elements,including through the internet or some other communicating network.“Network,” “system,” “environment,” and other similar terms generallyrefer to networked computing systems that embody one or more aspects ofthe present disclosure. These and other terms are to be construed inlight of the context in which they are used in the present disclosureand as those terms would be understood by one of ordinary skill in theart would understand those terms in the disclosed context. The abovedefinitions are not exclusive of other meanings that might be impartedto those terms based on the disclosed context.

Words of comparison, measurement, and timing such as “at the time,”“equivalent,” “during,” “complete,” and the like should be understood tomean “substantially at the time,” “substantially equivalent,”“substantially during,” “substantially complete,” etc., where“substantially” means that such comparisons, measurements, and timingsare practicable to accomplish the implicitly or expressly stated desiredresult.

Additionally, the section headings herein are provided for consistencywith the suggestions under 37 C.F.R. 1.77 or otherwise to provideorganizational cues. These headings shall not limit or characterize theinvention(s) set out in any claims that may issue from this disclosure.Specifically, a description of a technology in the “Background” is notto be construed as an admission that technology is prior art to anyinvention(s) in this disclosure. Furthermore, any reference in thisdisclosure to “invention” in the singular should not be used to arguethat there is only a single point of novelty in this disclosure.Multiple inventions may be set forth according to the limitations of themultiple claims issuing from this disclosure, and such claimsaccordingly define the invention(s), and their equivalents, that areprotected thereby. In all instances, the scope of such claims shall beconsidered on their own merits in light of this disclosure, but shouldnot be constrained by the headings herein.

What is claimed is:
 1. A media sharing and interactive gaming systemproviding for a shared experiencing of licensed media content and gamingexperiences related to the shared licensed media content, the mediasharing and interactive gaming system comprising: a) a web serverconnected to an internet gateway, the web server operable to communicatewith client devices connected to the internet; b) a user profiledatabase in communication with the web server, the user profile databaseoperable to store user profile data, including user social network dataand user media content selections; c) a scheduling server incommunication with the web server and the user profile database, thescheduling server operable in response to a user request to schedule amulti-user shared experiencing of licensed media content and interactivegame content, establishing a schedule and a participant list for themulti-user shared experiencing of licensed media content and interactivegame content, wherein the schedule and the participant list areestablished prior to the multi-user shared experiencing of licensedmedia content and interactive game content; d) a media server incommunication with the web server and the scheduling server, the mediaserver operable to provide a licensed media stream to multiple scheduleduser participants according to the schedule and the participant listestablished by the scheduling server, the media server operable tosynchronize playback for the multiple participants such that themultiple participants receive the licensed media stream in asubstantially synchronized manner; e) a media database in communicationwith the media server, the media database comprising the licensed mediacontent to be streamed by the media server; f) a game server incommunication with the media server, the game server operable to providegame play to the multiple scheduled user participants whereby theinteractive game content can be delivered in parallel to the licensedmedia content; and g) a Digital Rights Management (DRM) server incommunication with the media server, the DRM server operable to verifythat each of the multiple scheduled user participants has a validlicense to experience the licensed media content.
 2. The system of claim1 wherein the web server and the scheduling server are separate servers.3. The system of claim 1 wherein the web server and the schedulingserver are operating functions on the same physical server.
 4. Thesystem of claim 1 wherein the web server and the scheduling server aredistributed computing instances.
 5. The system of claim 1 wherein theinteractive game is a game in which the participants interact with oneanother.
 6. The system of claim 1 wherein the interactive game is a gamein which the participants interact with the media sharing andinteractive gaming system.
 7. The system of claim 1 wherein actions ofthe participants with regard to game play during the playback oflicensed media content are captured and stored by the media sharing andinteractive gaming system.
 8. The system of claim 7 wherein the actionscan be played back to participants in parallel to the licensed mediacontent at a later time.
 9. The system of claim 1 wherein the licensedmedia content is a movie.
 10. The system of claim 1 wherein the gameplay is synchronized with the licensed media content.
 11. The system ofclaim 1 wherein “substantially synchronized” means that the same scenesare received by the multiple participants within 1 second of each other.12. The system of claim 1 wherein the media server is a content deliverynetwork.
 13. The system of claim 1 wherein the interactive game contentrelates to a trivia game.
 14. The system of claim 1 wherein the systemprovides an ability for a single one of the participants to control theplayback of the licensed media content for all participants.
 15. Thesystem of claim 1 wherein the substantially synchronized receipt of thelicensed media content is effected in part by receipt of synchronizationfeedback signals received from video players associated with themultiple participants.
 16. The system of claim 1 wherein the mediaserver further provides chat functionality into an integrated datastream to be displayed with the licensed media content on a video playerwindow.
 17. The system of claim 16 wherein the media server alsoprovides ancillary content into the integrated data stream to bedisplayed with the licensed media content on the video player window.18. The system of claim 1 wherein the system allows at least one of theparticipants receiving the licensed media stream to invite an additionalparticipant to participate in the shared experiencing of licensed mediacontent and interactive game content, wherein the invitation of theadditional participant occurs when the at least one participant isreceiving the licensed media stream.
 19. A media sharing systemproviding for a shared experiencing of licensed media content andinteractive game content, the media sharing system comprising: a) a webserver connected to an internet gateway, the web server operable tocommunicate with client devices connected to the internet; b) a userprofile database in communication with the web server, the user profiledatabase operable to store user profile data, including user socialnetwork data and user media content selections; c) a media server incommunication with the web server, the media server operable to providea licensed media stream to multiple participants connected through theinternet, the media server operable to synchronize playback for themultiple participants such that the multiple participants receive thelicensed media stream in a substantially synchronized manner; d) a gameserver in communication with the media server, the game server operableto provide synchronized interactive game content to the multiplescheduled user participants whereby the interactive game content can bedelivered in parallel to and substantially synchronized with thelicensed media content whereby the media sharing system ensures that theinteractive game content is delivered to all active participants in away that provides fair game play; and e) a scheduling server incommunication with the web server and the user profile database, thescheduling server operable in response to a user request to schedule inadvance a multi-user shared experiencing of licensed media content andinteractive game content, establishing a schedule and a participant listfor the multi-user shared experiencing of licensed media content andinteractive game content, wherein both the interactive game content andthe licensed media content are delivered during a time determined by theschedule.
 20. The media sharing system of claim 19, wherein theinteractive game content includes synchronized movie scene images. 21.The media sharing system of claim 20, wherein the interactive gamecontent further includes metadata relating to the synchronized moviescene images.
 22. The media sharing system of claim 21, wherein themetadata includes movie trivia relating to the images.
 23. The mediasharing system of claim 21, wherein the metadata includes one or morehyperlinks directing accessing browsers back to sites associated withthe media sharing system.
 24. The system of claim 19 wherein theinteractive game is a game in which the participants interact with oneanother.
 25. The system of claim 19 wherein the interactive game is agame in which the participants interact with the media sharing system.26. The system of claim 19 wherein the system allows at least one of theparticipants receiving the licensed media stream to invite an additionalparticipant to participate in the shared experiencing of licensed mediacontent and interactive game content, wherein the invitation of theadditional participant occurs when the at least one participant isreceiving the licensed media stream.
 27. A media sharing systemproviding for a shared experiencing of licensed media content and gamecontent, the media sharing system comprising: a) a web server computerconnected to an internet gateway, the web server operable to communicatewith client devices connected to the internet; b) a user profiledatabase in communication with the web server, the user profile databaseoperable to store user profile data, including user social network dataand user media content selections; c) means for facilitating thescheduling in advance of a multi-user shared experiencing of licensedmedia content and game content according to a schedule and licensedparticipant list, wherein the schedule and the licensed participant listare established prior to the multi-user shared experiencing of licensedmedia content and game content; d) means for facilitating the providingof a licensed media stream to a plurality of licensed participantsaccording to the schedule and licensed participant list; e) means forfacilitating the synchronization of media streams among the licensedparticipants whereby the licensed participants receive the licensedmedia stream in a substantially synchronized manner; f) game contentdelivery means in communication with the means for facilitating thesynchronization of media streams, the game content delivery meansoperable to provide synchronized interactive game content to themultiple scheduled user participants whereby the synchronizedinteractive game content can be delivered in parallel to andsubstantially synchronized with the licensed media content, whereby themedia sharing system further provides that the interactive game contentis delivered to all active participants in a way that provides fair gameplay; and g) Digital Rights Management (DRM) means in communication withthe means for facilitating the providing of a licensed media stream, theDRM means operable to verify that each of the multiple scheduled userparticipants has a valid license to experience the licensed mediacontent.
 28. The system of claim 27 wherein the system allows at leastone of the licensed participants receiving the licensed media stream toinvite an additional participant to participate in the sharedexperiencing of licensed media content and game content, wherein theinvitation of the additional participant occurs when the at least onelicensed participant is receiving the licensed media stream.